コード例 #1
0
	void CFixedJoint::getLocalTransform(JointBody body, Vector3& position, Quaternion& rotation)
	{
		position = mPositions[(int)body];
		rotation = mRotations[(int)body];

		HRigidbody rigidbody = mBodies[(int)body];
		if (rigidbody == nullptr) // Get world space transform if no relative to any body
		{
			Quaternion worldRot = SO()->getWorldRotation();

			rotation = worldRot*rotation;
			position = worldRot.rotate(position) + SO()->getWorldPosition();
		}
		else
		{
			// Find world space transform
			Quaternion worldRot = rigidbody->SO()->getWorldRotation();

			rotation = worldRot * rotation;
			position = worldRot.rotate(position) + rigidbody->SO()->getWorldPosition();

			// Get transform of the joint local to the object
			Quaternion invRotation = rotation.inverse();

			position = invRotation.rotate(SO()->getWorldPosition() - position);
			rotation = invRotation * SO()->getWorldRotation();
		}
	}
コード例 #2
0
ファイル: BsCSliderJoint.cpp プロジェクト: lysannschlegel/bsf
	void CSliderJoint::getLocalTransform(JointBody body, Vector3& position, Quaternion& rotation)
	{
		position = mPositions[(UINT32)body];
		rotation = mRotations[(UINT32)body];

		HRigidbody rigidbody = mBodies[(UINT32)body];
		const Transform& tfrm = SO()->getTransform();
		if (rigidbody == nullptr) // Get world space transform if no relative to any body
		{
			Quaternion worldRot = tfrm.getRotation();

			rotation = worldRot*rotation;
			position = worldRot.rotate(position) + tfrm.getPosition();
		}
		else
		{
			const Transform& rigidbodyTfrm = rigidbody->SO()->getTransform();

			// Use only the offset for positioning, but for rotation use both the offset and target SO rotation.
			// (Needed because we need to rotate the joint SO in order to orient the slider direction, so we need an
			// additional transform that allows us to orient the object)
			position = rotation.rotate(position);
			rotation = (rigidbodyTfrm.getRotation()*rotation).inverse()*tfrm.getRotation();
		}
	}
コード例 #3
0
ファイル: BsCCollider.cpp プロジェクト: AlfHub/BansheeEngine
	void CCollider::setRigidbody(const HRigidbody& rigidbody, bool internal)
	{
		if (rigidbody == mParent)
			return;

		if (mInternal != nullptr && !internal)
		{
			if (mParent != nullptr)
				mParent->removeCollider(mThisHandle);

			Rigidbody* rigidBodyPtr = nullptr;

			if (rigidbody != nullptr)
				rigidBodyPtr = rigidbody->_getInternal();

			mInternal->setRigidbody(rigidBodyPtr);

			if (rigidbody != nullptr)
				rigidbody->addCollider(mThisHandle);
		}

		mParent = rigidbody;
		updateCollisionReportMode();
	}